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Some characters in the game may be infertile. Also, remember that children are born randomly – from time to time, you will encounter a character who is unlucky in this (or other) respect. Just in case, check the character's traits and modifiers, maybe there will be some explanation there. Demons themselves have no reason not to have children.
You can obtain the source just like other genetic traits, by inheriting it. You can also sometimes get it as a result of a pact with a demon, magical research, an 'unknown potion', consuming children (with the source), and so on.
You can become a demon as a result of magical research (special project). Or you can adopt a demon and make it your heir.
Hmm, I see. Perhaps it's time to upgrade your hardware then. I've done a lot of things to improve optimisation, and at the moment I don't have any more ideas on how to improve the mod at this level. However, I can advise you on the classic methods: reinstall Windows, update drivers, resubscribe to the mod, reinstall the game, run a virus scan, clean your disks, and so on. Perhaps something will help.
Perfect :>
@leonpoi
Thanks for the info. I try to make sure the mod is well optimised, but there are additional mechanics, characters and scripts that run every year and can slow down the game - though not so much that it becomes unplayable. Nevertheless, thanks for the info, I'll make sure it doesn't get any worse.
I could maliciously end my answer right here :D But the truth is, Hecate was wrong about one thing - and (hopefully) that could be deduced from the rest of her statement. Astaroth has one weakness, and that weakness is Hecate herself. Characters with the Quick, Intelligent, or Genius trait are able to exploit this information when confronting Astaroth. In other words - if you don’t have those traits, the day Astaroth comes for you won't be a good one... Alternatively, being the Chosen One unlocks the ability to break through antimagic and face him in a duel, but let's be honest - it's probably easier to be intelligent than to be chosen. Of course, an event like this, where survival depends on having a specific trait, might not seem fair... but life isn't fair.
Some demons may be marked as dead if they've returned to hell. But demons almost never truly die, and sometimes they can come back.
'Astaroth is an anti-mage, able to suppress magic around him with his will. (...) So, you won't defeat him with a spell. You won't defeat him with a sword either, as he is a master swordsman with a thousand years of experience. You won't surprise him because you won't find him - he will find you. And that will be your end. He is unbeatable and unstoppable, without any weaknesses.' - Hecate, when Bael arrives on Earth.
Thanks in advance.
I know, a general definition is displayed instead of information about a specific element - such information is only available during a mage duel. This is intentional. I didn't want to confuse new players who, when looking at mage trait (or other things), would constantly find strange references that they wouldn't be able to understand without knowing the full context – and the full context only appears during the duel, which is also the moment to study the mechanics involved.
So this vague information in the tooltip is simply a message along the lines of: 'Look, this thing is related to mage duels, you'll learn the details at the right time, don't worry about it for now.'
A different approach could have been used here, but I chose this one – at the time, it seemed quite reasonable.
Sometimes I change certain modifiers/parameters if I find that the effect is too strong, too weak, or should be changed for the better/more interesting. Sometimes I also reverse certain changes if I conclude that they do not meet my expectations or create new problems.
I should probably publish a detailed changelog, but as a lazy person, I would experience too much stress in that case... ;)
These are changes to numerical parameters or adjustments to certain effects. For example, in 2.06 update, the Thorn Walls spell has a slightly weakened modifier, but it can slightly damage the army that is in the selected province at the moment the spell is cast. In addition, the learning roll has become a bit more difficult when countering spells when the caster has a magical catalyst. This effect already existed, but I increased it a little because it wasn't very noticeable. These are the only changes to the balance, as far as I can remember. The main goal of this update was to fix the lifestyle interface and remove a bug related to the soul transfer spell. And upgrade the mod version so that the luncher does not display a warning about the version not matching the game version ;p
As far as I know, yes, it works.
An explosion is a random event - from what you've written, I gather luck wasn't on your side. There are two things you can do:
1) Use the AS only when absolutely necessary. Every use of the Singularity (whether as a spell or to win a battle with its help) can damage it and potentially trigger an explosion. The chance of malfunction is low, but if you use the AS frequently, a malfunction is bound to happen sooner than later.
2) You can upgrade the AS to the MKII version. That makes it reliable and immune to overloads. To do so, you'll need to unlock and complete the next special project.
Magic is a powerful and dangerous tool, sometimes even for its user, so be careful :>
Good to know, gl ;]
Well, Witchcraft does not affect other lifestyles directly, although theoretically it can change their display/interface in the lifestyle menu. However, I have looked at the Wandering lifestyle and I do not see any irregularities. Can you tell me exactly which perk you think is not working?
You can also resubscribe the mod just in case; perhaps Steam has not updated it and you have an older version.
It's good that you found the cause :>
@Dovenius
Hmm, what does that mean, it breaks perks? You can't get them? Which tree is the problem?
But there is a journal slot o.O
Necronomicon seems to be functioning as usual, and can be equipped.
Please let me know if you encounter any issues.
Have a nice day :]
There's no good way to do that. I'd have to write a script that would run every year and check if there's a range. But that's a lot of work, breaks the immersion, and is another thing that would slow down the game.
But I understand what you mean, it's really annoying. Try to get some bonus to diplomatic range (e.g. true witch trait, I guess mage tower, maybe bird familiar) and then check if it is within range.
@Gambo
It is best to start a new game, as it is difficult to say how much of an impact this will have. Saves from previous versions of Witchcraft are not compatible with version 2.0+.
I'm not sure which crisis you're referring to (there are three), but Bael can be invoked if you meet all the conditions and run event:
magic_ev10.120
However, I added the mod halfway through a previous save and wondering if the crises aren’t triggering because of that, as I’ve met the requirements for a while.
If there a way I could manually trigger via console?
tyvm 🫡
All right, that sounds more plausible. Ill check it out when I find time, ty.
What disappears is the trait, not the character.
For example, I transfer my soul to Merlin.
Merlin's trait legendary mage will disappear。
Nice ;)
@JoeFedz
Good luck and thank you for your insight :>
@阿尔歌雷德
The character can't just disappear like that, can they? At most, he can die. Can you give me more details? It sounds interesting anyway. I will check it at the earliest opportunity.
The legendary mage will disappear.
This bug will also appear in ordinary mages.
The system is great and I want to highlight how amaizng your mod is. It is truly something vanilla CK3 needed. I try to play as the "good mage", not going too greedy with power and not actively seeking artifacts and things are more calm this way. I will work on having protection againts plots.
Thanks for all your work.
Lucifer cannot be summoned, but you can summon his right-hand 'man', Asmodeus, though I doubt he would be willing to engage in a romantic relationship ;)
However, some demons may wish to stay with you longer after being summoned, and they can be seduced. The easiest one is Lilith...
...but seducing Lucifer seems like cool concept ;p
Just to clarify: I don't think the system in which the hunters operate is perfect. It could be more balanced, natural and engaging, giving the player even more room to maneuver. But for now, it is what it is - I’ve already improved it several times. Maybe one day I’ll come up with something even better.
I understand that you might have a different view on the matter than I do ;). Hunters sometimes irritate me too and mess up my (brilliant) plans. If you feel that they interfere too much or somehow break the game's realism, lowering hunter activity in the game rules should solve the problem.
Uh, elaborate. I hope this unlocks some cool special project for me...
The game introduced a scheme mechanic to reflect, through success probability, how cunning the conspirator is and how resilient the target of the attack is (which, in this case, is you). If the scheme succeeds, the game offers no further opportunity for defense or direct response.
In my opinion, it makes sense - hunters aren’t fools, and many of them are professionals. If everything goes according to their plan, the mage won't have a chance to use his strengths; he'll be caught in a moment of weakness or carelessness. And once he's a prisoner, the hunters know effective ways to block his magic. In other words, when a hunter taps you on the shoulder, it's already too late to react. Action must be taken beforehand.